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DW7PC Translation Patch; Discuss it here, not there
Topic Started: Wed Mar 28, 2012 2:18 pm (3,109 Views)
Komatsu
Member Avatar
(ʘ‿ʘ)✿ what'd you say about my Ina

Guys, you've been asked before not to link to places where people can download the game or even parts of the game. We do not promote pirating and we encourage people to import the game.

I've already gone and removed the link this time, but if sections of the game (or links to places where people can pirate the game) keep being linked, we may have to shut this project down and ask that you take it elsewhere. :/ Respect Koei, come on.
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prohyr
Soldier
[ * ]
Komatsu
Sun Apr 1, 2012 5:32 am
Guys, you've been asked before not to link to places where people can download the game or even parts of the game. We do not promote pirating and we encourage people to import the game.

I've already gone and removed the link this time, but if sections of the game (or links to places where people can pirate the game) keep being linked, we may have to shut this project down and ask that you take it elsewhere. :/ Respect Koei, come on.
扫兴 :whistle: GUYS do wat u must do to make a translation :)
Edited by prohyr, Sun Apr 1, 2012 10:58 am.
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konizu
Soldier
[ * ]
My main menu...

Posted Image

EDIT: Fixed "Exit to Windows" text.
Posted Image
Edited by konizu, Sun Apr 1, 2012 12:53 pm.
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Pepsi
Sergeant
[ * ]
Hey can anyone help me patch my XL to english? Did anyone get this working finally? I see the post above has some english at least, can u help me do that?
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konizu
Soldier
[ * ]
Managed to patch everything that is available... going to sleep now.
Posted Image
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Akiba101
Soldier
[ * ]
Will this be released in a patch format or is anyone doing a guide/walkthrough as to how to translate it manually?
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Pepsi
Sergeant
[ * ]
Hope someone can help us to do this too! :)
Thanks for any help u can give.
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kshiro
Soldier
[ * ]
Edited by kshiro, Sun Apr 1, 2012 3:43 pm.
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Pepsi
Sergeant
[ * ]
Could you perhaps just give a download to the edited file?
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RED
Titles r overrated ◡‿◡✿
[ *  *  *  * ]
@Pepsi No download links of the game's parts please. PM each other if you want to share them.
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Pepsi
Sergeant
[ * ]
Anyone can pm me and help me with this?
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garzahd
Soldier
[ * ]
Awesome video kshiro. It's hilarious how instructions in a language I don't know can be so helpful in understand a different language I don't know.

I am now about 20% of the way through file 31, which contains the lions share of the user interface elements. Honestly that's the only part of the translation I care about, I doubt I will ever bother getting around to character dialog.

Some important parts I am learning:

Lengths of translated expressions cannot be changed. The null (00) characters in the file should be considered absolutely immovable, though you can add extra 00's if the translation is shorter than the original Japanese.

Japanese uses 2 bytes per character, that gives you two letters per kanji or kana. For certain things this is *really* small. Like the expression "Battle of" is 9 characters in English but only one or two in Japanese, so I have to drop and/or abbreviate words that would otherwise be obvious. Also weapon flags like "Fire" are only 1 kanji so I have to abbreviate as "Fi".

Also, as the end of the video demonstrates, sometimes the game cuts your words short even when you have enough space to work with.

If anyone actually has file 31 done already, please let me know and I'll stop repeating your work.
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Headhorr
Soldier
[ * ]
Hi.
I am also working on an english patch for this game.

The textures from the ps3 version for the menus are mostly compatible except some cosmetic changes of button position.

The strings are very tricky but i managed to fit all english strings into the pc version by recompiling a string database located in the linkdata.bin.

just replacing the linkdata with the ps3 one is impossible, because they also have most of the shaders and binaries in the linkdata files and the ps3 data is bigEndian whereas the PC data is littleEndian.

Some screen shots of my progess so far :Posted ImagePosted ImagePosted Image

you may notice that some of the strings are wrong. This is because i just merged the pc and ps3 text. the ps3 text is missing most of the options menus so there is an offset in one of the database parts.

The Last problem i have is that i somehow need to change the string lengths for most of the strings. While i have no problem replacing short strings with longer in the data file, because i rebuild it, there somehow seems to be another file which contains the lengths that are drawn later. Sadly most of the strings, including the character names, are truncated because of this. As soon as i found the location of this file i will correct the offsets in the string database and translate the rest of the missing option menus from the PS3 version.
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garzahd
Soldier
[ * ]
Very nice work. That looks like far more progress than most of us have made. When do you expect to be able to release a patch?
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Lavos
Tiger General
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Well done, finally some real progress. You should look into the Chinese patches to see what you can find. Unfortunately the strings are nearly the same length in CN as JP so they don't usually hit the limit, but one major thing that is changed is all the, what I assume are control codes at the beginning of each text segment, maybe they need to be changed too.
Edited by Lavos, Mon Apr 2, 2012 2:24 am.
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Headhorr
Soldier
[ * ]
Hm.
Can you send me a link to the chinese patches?
or describe the control codes you are talking about?

my problem right now is not the character limit in the data file. that is easy to circumvent.
I extracted the complete 31 file and wrote a tool to pack it again. By adressing duplicate strings instead of just writing them out again i get about 15kb free space and can align the strings like i want.

The real problem is only what you see on the screenshots. A lot of important text gets only partially drawn.
As soon as i get that solved, it would probably take about a day to match all strings and translate the missings.
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Lavos
Tiger General
[ *  *  *  * ]
Well if it's an actual database maybe they're not control codes, that would make more sense. The things I'm talking about are in the file 31 in between the text.

Anyway, here's the CN patch: https://rapidshare.com/files/3347628116/Shin.Sangokumusou.6.CN.rar
It's a straight up translation file moderators, doesn't contain any original game files, nothing Koei owns in any way, shape or form.

Install a new version of the game, and put it in the game folder then run it. Click on the big button on the left to patch.

But like I said, the changed string lengths are pretty much the same. However, they don't pad out strings. Some strings in Japanese that are 13 characters long, they have as 11 characters and haven't padded it with nulls, so I do believe they've changed the offsets that you're looking for.

EDIT: They moved the text file to the very end of the LINKDATA, down to 79A6C7FC, which is where the original ends. This the possible solution to string restrictions?

File 31 in the index is at 3c0-3F3, I'm not sure how the index works, but if you can manually edit it to be the correct offset/length to the end of the linkdata, you could try that.
Edited by Lavos, Mon Apr 2, 2012 4:21 am.
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Headhorr
Soldier
[ * ]
Ok.
I think i might be able to just patch it with the data from the ps3.
the number of strings seems to be identical.
The Ps3 one is to big right now, but ill see if i get it packed tommorow.
That would translate all strings in 31.
But 31 only contains the ingame messages and stuff.

Most of the menu stuff seems to be in 30.
This needs more work, because it is not identical to the ps3 version

Also this does not solve the problem with truncated texts being drawn later,
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Pepsi
Sergeant
[ * ]
I managed to translate a few bits and bobs, but I wasnt really too sure what I was doing, would be nice if someone would be able to upload a nicely edited version of the linkdata and send me it via pm :3
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kshiro
Soldier
[ * ]
@headhorr : I guess the 29 file is the file you need
@Pepsi : look in description
@gazarhd: we only translated some text , enough to play . You can look in description .
Edited by kshiro, Mon Apr 2, 2012 5:20 am.
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Headhorr
Soldier
[ * ]
good guess:D try again.
I really have no idea. 29 contains 0x64 objects, each 0x18 bytes long, starting at 0x1c.
The stringlengths are either defined for each string on its own, meaning there should be much bigger files like 28(i also have no idea what this contains) or somewhere is a measurement function that does stupid things with non japanese strings
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Lavos
Tiger General
[ *  *  *  * ]
Yeah, it won't be in the exe cause that would make no sense, so, hmm.

I'm now looking through every file that was in the CN patch, see if there's anything useful... It doesn't change any files before 30 (31 in original) though.

Have you figured out what all the stuff before the text is Headhorr?
Edited by Lavos, Mon Apr 2, 2012 5:57 am.
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Headhorr
Soldier
[ * ]
Yeah. I checked a few of them too.

But there definitely is a limit for the drawn characters. i tried adding newlines to see if there is only a limited draw area and the text would still stop at the same position.

i'll check the exe tomorrow. But i believe there are files, maybe menu design files or something with the limits.

i really need to get some sleep now...
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Lavos
Tiger General
[ *  *  *  * ]
Honestly I really think it's do with these huge data blocks in between the text, I just can't figure out how it works.

It's all set out as 2 shorts (maybe longs? maybe something weird like 1 byte + 3 bytes) as 00xx xxxx, and it just keeps going up by x amount each time. For example, 0035 1E00 -> 0036 1E00 -> 0039 1E00 -> 0046 1E00. And then when the byte gets to ff, the second short goes up by 1. 00F9 1E00 -> 0006 1F00. And it goes up and up like that.

I'm really shite at hex but I'm convinced these have some importance, and the increases are all different, but all low enough to be character lengths. They mostly vary from 1 - 12, but a few go over 20.

They're all changed in the Chinese version, but mostly only revised downwards by a few bits.

Do you know what these are actually for? They must be used for something...
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Lavos
Tiger General
[ *  *  *  * ]
YES! I understand it finally! Sorry for double post but I think I should make a new one for this.

So all the data between the text is an increasing offset for each string. For example in file 31:

00200100 00270100 00550100 00810100

This is the start of one of these blocks of data, and the first 4 strings right after this data is:

Spoiler: click to toggle


The text-form of that is "招待状" "真・三國無双6 猛将伝より、招待を受けています" "フレンド登録依頼です。 よろしくお願いします"

So we start from the first offset 2001, and the next one is 2701, that's 7 bytes we move, and if you count, the first string we have is 7 bytes long, including the null-terminator.

Then we go to 5501, which is moving 46 bytes. And if you count the second string, it's 46 bytes with the null-terminator. It comes out even because it has the ASCII 6 in there which is only 1 byte.

Finally we move to 8101. 181-155=2C or 44 in dec. Count the 3rd string, 44 bytes.

I really racking my brain around this one for ages, and since I really suck at this I'm glad I was able to work it out, little victory for me there. :)

This is the reason why everything breaks when you changed string sizes, it's still loading the same bytes so it was loading a null and then a new string. I'm not sure if correcting them will correct text not showing up properly. Because you were padding strings with nulls before, maybe the nulls broke it somehow? Maybe that's why you move it to the end of the file, if you change the filesize it doesn't come out right...

You'll need to script something that's able to count the bytes between nulls and update the data blocks correctly, that's way out of my league. I want to test this in practice but I don't want to count through 1000s of strings to get to the one I need.

I really REALLY can't believe Koei would be so ridiculous as to put in perfect byte-length string offsets AND null-terminated strings and yet still have some stupid ass in-built character limit in a whole other file? I mean wtf. If changing the offsets to the correct numbers doesn't fix the problem I am so done with this. x.O

EDIT: Here's a little custom edit I did on Xiahou Dun since he's the first string, but it looks like I've hit the same problem as you, maybe. Here's what I got:

Posted Image

So as you can see, I've kinda got the same thing as you, except I have another string there which I guess could just be changed to his last name...

BUT! if you look right here:

Posted Image

You can see his name is accepted perfectly. I only edited one string, so the game is recognising it correctly. I'm not sure why it doesn't fully display previously. This particular problem may be due to screen-space, because I have that other string there. You changing data probably just made it go away, but the draw area is still in effect.
Edited by Lavos, Mon Apr 2, 2012 11:48 am.
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